17,530 Commits over 1,614 Days - 0.45cph!
Mostly prefab updates. New spiked wall exports.
Fresh native navmesh bake on island_large. Prefab updates
Fixed performance issues on TerrainWeatherExtension
Added lightweight TerrainWeatherObject component; has to be added to any obj affected by weather
- Re-exported trees with new variants.
- Updated FilmingControl script to automatically handle CameraPaths.
- QB Tool preset tweaks.
- New camp assets.
- Scene updates
Scene updates apparently.
Nuking A* Example assets.
- Added a NavAgentSlowTrigger script to slow down Agents when inside trigger volumes (river crossings)
- More shader and scene updates
- Fixed some issues with GroupsAgentMoveTo
More Water shader updates. Updated river and lake assets for island_large1
Removing ExportedObj folder from plastic
- Added WaterExenstion to pass the RenderSettings.customReflection cubemap to the Water shader.
- Reimported SF
- Moved World/Weather/Season managers to a new prefab and updated game_bootstrap scene
Updated to latest version of Editor Only for unit_so test scene and the template scene.
Tinkering with a shader for the river.
This should hopefully make poor Jenkins happy?
- Fixed some issues with Units not getting inited properly
- Tweaked Deer settings assets and prefabs
- Adding a river to the island_large1 map
- Re exported Human anims to fix some masking issues
- Added Deer settings and related prefabs
- Added Deer and basic anims.
- Moved A* into Third Party
- Updated A* Pathfinding Project to ver. 3.6
- Applied A*PP navigation to agent prefabs by default.
- Added A* Pathfinding Project.
- Fixed namespace conflicts with A* Pathfinding Project (rather than changing 3rd Party sourcecode).
- Updated all Navigation code for Agents to support both native and A* Pathfinding.
- Added some camera helper scripts for filming sequences
- Moved camerapath3 out to the root assets folder because it think it's special.
- Refactored CameraController, split into a partial
- Added RTSCameraPro as an example of some more camera functionality
- Added CameraPath3
- Added Bird Flock
- Cleaned up Tree assets
- Removed redundant Season settings
Improved VertexPainter gui control/window handling
Painting Disc gizmo now only shows up when painting
Added console warning when a mesh selected for painting is missing a MeshCollider
- Added QuickBrush thirdparty plugin for prefab painting
More island updates. Added a camera auto-focus script
Ok sure I missed stuff I belive you plastic
- Cleaning up and renaming scenes.
- Added new large island scene
- Moved some materials and textures around
- Stopped weather rotating all silly
Fixed vertex painter out-of-range submesh error in flood fill
Added new island, nuked old island hiehgtmaps and splats
Commiting code from a traaaaain. (Weather rotatation tests)
Updating WeatherTypes with new settings
Fixed issue with WeatherVolumes not getting a WeatherType properly.
WeatherVolumes pick WeatherType on spawn, based on temperature at spawn.
- Cleaning up WeatherType, moving params into seperate file, and made them serializable (like TOD
- Added InControl and SSAO Pro third party assets
- Refactoring WorldManager a bit, split into partials and moved the WindManager code in
- Added third party ParticleScaler script
- Spawning of WeatherVolume particle FX now randomly scaled (to be made relative to position in volume)
- WeatherVolume spawning improved
- Fixed some issues with WeatherController's transitions, moved the controller to the Player prefab
- Upgraded to u5b9